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<blockquote data-quote="(un)reason" data-source="post: 5339792" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 203: March 1994</u></strong></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p>Amazing engine system guide: Oooh. A full 16 page special feature. Haven't had one of those since they stopped doing modules back in 86. Along with the 10 page castle-building one in 201, this is one definite positive change this year. Course, the reason they're doing this is because the Amazing Engine isn't selling too well, and they'll stop producing new products for it before the year is out. So what do they have to lose by giving away a taster for free? </p><p></p><p>In we go then. The most innovative part of this, of course, is the use of a player core and individual characters, allowing you to bounce from genre to genre without it just being a bunch of disconnected one-shots. The ability scores are also interesting, if not quite as successful. Four different macro stats, each divided into two more precise categories. An idea they'll try to apply to AD&D next year in the Players Option books. Combined with the fact that there's still a substantial random aspect to character generation, and that means your characters may have a few common trends from universe to universe, they won't be identical by any stretch of the imagination. </p><p></p><p>The primary resolution mechanic is percentile based, and this may be one of the definite flaws in the system, as even with skill bonuses, it looks like your average chance of success in a task is going to be under 50%, even for specialised characters. D&D manages to get past the early vulnerable phase with it's clear level structure and advancement path, but this doesn't have the same clarity, especially as it emphasises the fact that beyond the basics, the rules will vary widely from universe to universe. It puts a lot of onus on the GM to both come up with specifics, and get buy-in from the players. And since they only got 9 books out before the line was cancelled, you hardly have the same base to build off that you would with GURPS or the HERO system. </p><p></p><p>The experience system also seems a bit hinky, with you constantly having to gamble on if you're going to stick with this game long enough to apply the experience now, or if you should hold off and put it all in the core, and possibly get no benefit from it for months. It does seem like between these problems, you will have to fight the system to create a fun long-term game. Well, at least now I have a better idea of why I would or wouldn't want to buy it. That's certainly worth 16 pages to me, even if it isn't really for them. </p><p></p><p></p><p>Eye of the monitor: Doom gets in a guest reviewer to deal with conflicts of interest. It still gets a 5 star review though, as should come no surprise. BFG's, lighting tricks, moving walls, getting monsters to fight one-another, networked multi-player fighting, the amount of awesomeness packed into this game is quite considerable. Don't be afraid to run away and use tactics, because there's a lot of monsters, and only one of you, and you don't want to lose all the weaponry you've accumulated. </p><p></p><p>Sam and Max: Hit the Road is another Lucasarts graphic adventure. It is a bit buggy, but it does have great graphics and interpersonal interactions, along with their typical sense of humour. It also showcases another instance of RPG guys moving into computers, taking their contacts with them. Go where the money is, etc etc. </p><p></p><p>Phantasie I, III & Questron II don't seem to have stood the test of time for Sandy. Still, this little compilation is pretty cheap. And it does highlight the ephemeral nature of computer games, disappearing as their platforms are superseded. It'll still be more than a decade before the online and mobile platforms bring old games back into general circulation. </p><p></p><p>Mario All-Stars gets a surprisingly cursory review. As with the zelda reviews, it's obvious Sandy isn't a true nintendo fanatic. The hammer suit IS in the original SMB3, even if you can only get it reliably in one place. And there is one very significant difference in the physics. Shells used to be faster than fireballs, now they're slower, and this messed up one of my old tactics when I first made the switch. Playing these again reminds me how much faster and less padded games used to be. Thiiiis IIIIssss NOSTALGIA!!!!!! </p><p></p><p></p><p>Libram X gets to a lull in the action. I guess it's time for some exposition. Because heaven knows, we need it at the moment. </p><p></p><p></p><p>Forum: Seth Seyfried has not had the negative experiences talking about gaming to nongamers that so many people have written in to complain about. In fact, his went rather well. Both luck and good social skills may play a part in this. </p><p></p><p>Joe Kutcherfield gives another reminder that fun should be foremost, be it by killing things and taking their stuff, or constructing elaborate histories and personalities. It's a game, people. Do we keep on forgetting that? </p><p></p><p>Anonymous makes it's now near monthly contribution, telling us about the recent powergaming escalation in their area. They got arm cramps from rolling so many dice! You call that fun? A very good reason why you shouldn't simply scale up the math. That is not an inherent improvement to a game. If anything, it's a rather bad thing, as it sets the joining bar higher. </p><p></p><p>Lucy Kinborough is getting tired of the sexism complaints. Yes, Roleplaying isn't perfect, but it's a lot more accepting of women than certain other hobbies. :cough:sports:cough: Not that we should stop pushing to fix the issues that exist, but at least accept that they're not doing everything wrong.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5339792, member: 27780"] [B][U]Dragon Magazine Issue 203: March 1994[/U][/B] part 3/6 Amazing engine system guide: Oooh. A full 16 page special feature. Haven't had one of those since they stopped doing modules back in 86. Along with the 10 page castle-building one in 201, this is one definite positive change this year. Course, the reason they're doing this is because the Amazing Engine isn't selling too well, and they'll stop producing new products for it before the year is out. So what do they have to lose by giving away a taster for free? In we go then. The most innovative part of this, of course, is the use of a player core and individual characters, allowing you to bounce from genre to genre without it just being a bunch of disconnected one-shots. The ability scores are also interesting, if not quite as successful. Four different macro stats, each divided into two more precise categories. An idea they'll try to apply to AD&D next year in the Players Option books. Combined with the fact that there's still a substantial random aspect to character generation, and that means your characters may have a few common trends from universe to universe, they won't be identical by any stretch of the imagination. The primary resolution mechanic is percentile based, and this may be one of the definite flaws in the system, as even with skill bonuses, it looks like your average chance of success in a task is going to be under 50%, even for specialised characters. D&D manages to get past the early vulnerable phase with it's clear level structure and advancement path, but this doesn't have the same clarity, especially as it emphasises the fact that beyond the basics, the rules will vary widely from universe to universe. It puts a lot of onus on the GM to both come up with specifics, and get buy-in from the players. And since they only got 9 books out before the line was cancelled, you hardly have the same base to build off that you would with GURPS or the HERO system. The experience system also seems a bit hinky, with you constantly having to gamble on if you're going to stick with this game long enough to apply the experience now, or if you should hold off and put it all in the core, and possibly get no benefit from it for months. It does seem like between these problems, you will have to fight the system to create a fun long-term game. Well, at least now I have a better idea of why I would or wouldn't want to buy it. That's certainly worth 16 pages to me, even if it isn't really for them. Eye of the monitor: Doom gets in a guest reviewer to deal with conflicts of interest. It still gets a 5 star review though, as should come no surprise. BFG's, lighting tricks, moving walls, getting monsters to fight one-another, networked multi-player fighting, the amount of awesomeness packed into this game is quite considerable. Don't be afraid to run away and use tactics, because there's a lot of monsters, and only one of you, and you don't want to lose all the weaponry you've accumulated. Sam and Max: Hit the Road is another Lucasarts graphic adventure. It is a bit buggy, but it does have great graphics and interpersonal interactions, along with their typical sense of humour. It also showcases another instance of RPG guys moving into computers, taking their contacts with them. Go where the money is, etc etc. Phantasie I, III & Questron II don't seem to have stood the test of time for Sandy. Still, this little compilation is pretty cheap. And it does highlight the ephemeral nature of computer games, disappearing as their platforms are superseded. It'll still be more than a decade before the online and mobile platforms bring old games back into general circulation. Mario All-Stars gets a surprisingly cursory review. As with the zelda reviews, it's obvious Sandy isn't a true nintendo fanatic. The hammer suit IS in the original SMB3, even if you can only get it reliably in one place. And there is one very significant difference in the physics. Shells used to be faster than fireballs, now they're slower, and this messed up one of my old tactics when I first made the switch. Playing these again reminds me how much faster and less padded games used to be. Thiiiis IIIIssss NOSTALGIA!!!!!! Libram X gets to a lull in the action. I guess it's time for some exposition. Because heaven knows, we need it at the moment. Forum: Seth Seyfried has not had the negative experiences talking about gaming to nongamers that so many people have written in to complain about. In fact, his went rather well. Both luck and good social skills may play a part in this. Joe Kutcherfield gives another reminder that fun should be foremost, be it by killing things and taking their stuff, or constructing elaborate histories and personalities. It's a game, people. Do we keep on forgetting that? Anonymous makes it's now near monthly contribution, telling us about the recent powergaming escalation in their area. They got arm cramps from rolling so many dice! You call that fun? A very good reason why you shouldn't simply scale up the math. That is not an inherent improvement to a game. If anything, it's a rather bad thing, as it sets the joining bar higher. Lucy Kinborough is getting tired of the sexism complaints. Yes, Roleplaying isn't perfect, but it's a lot more accepting of women than certain other hobbies. :cough:sports:cough: Not that we should stop pushing to fix the issues that exist, but at least accept that they're not doing everything wrong. [/QUOTE]
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